Scale separation in hair dynamics

ABSTRACT

Techniques are disclosed for accounting for features of computer-generated dynamic or simulation models being at different scales. Some examples of dynamic or simulation models may include models representing hair, fur, strings, vines, tails, or the like. In various embodiments, features at different scales in a complex dynamic or simulation model can be treated differently when rendered and/or simulated.

CROSS-REFERENCES TO RELATED APPLICATIONS

This application is a divisional of application Ser. No. 12/717,540,filed Mar. 4, 2010, entitled “Scale Separation in Hair Dynamics,” whichis hereby incorporated by reference for all purposes.

BACKGROUND OF THE INVENTION

This disclosure relates to computer-generated imagery (CGI) andcomputer-aided animation. More specifically, this disclosure relates toscale separation in hair dynamics and other techniques used in CGI andcomputer-aided animation.

With the wide-spread availability of computers, computer graphicsartists and animators can rely upon computers to assist in productionprocess for creating animations and computer-generated imagery (CGI).This may include using computers to have physical models be representedby virtual models in computer memory. Typically, two-dimensional (2D) orthree-dimensional (3D) computer-aided animation combines 2D/3D models ofobjects and programmed movement of one or more of the models. In 3Dcomputer animation, the first step is typically the object modelingprocess. Objects can be sculpted much like real clay or plaster, workingfrom general forms to specific details, for example, with varioussculpting tools. Models may then be constructed, for example, out ofgeometrical vertices, faces, and edges in a 3D coordinate system torepresent the objects. These virtual models can then be manipulatedusing computers to, for example, simulate physics, design aestheticactions such as poses or other deformations, crate lighting, coloringand paint, or the like, of characters or other elements of a computeranimation display.

Pixar is one of the pioneering companies in the computer-generatedimagery (CGI) and computer-aided animation industry. Pixar is morewidely known as Pixar Animation Studios, the creators of animatedfeatures such as “Toy Story” (1995) and “Toy Story 2” (1999), “A BugsLife” (1998), “Monsters, Inc.” (2001), “Finding Nemo” (2003), “TheIncredibles” (2004), “Cars” (2006), “Ratatouille” (2007), and others. Inaddition to creating animated features, Pixar develops computingplatforms and tools specially designed for computer-aided animation andCGI. One such example is now known as PhotoRealistic RenderMan, or PRManfor short. PRMan is a photorealistic RenderMan-compliant renderingsoftware system based on the RenderMan Interface Specification (RISpec)which is Pixar's technical specification for a standard communicationsprotocol (or interface) between 3D computer graphics programs andrendering programs. PRMan is produced by Pixar and used to render theirin-house 3D animated movie productions. It is also available as acommercial product licensed to third parties, sold as part of a bundlecalled RenderMan Pro Server, a RenderMan-compliant rendering softwaresystem developed by Pixar based on their own interface specification.Other examples include tools and plug-ins for programs such as theAUTODESK MAYA high-end 3D computer graphics software package fromAutoDesk, Inc. of San Rafael, Calif.

One core functional aspect of PRMan can include the use of a “renderingengine” to convert geometric and/or mathematical descriptions of objectsinto images. This process is known in the industry as “rendering.” Formovies, other animated features, shorts, and special effects, a user(e.g., a skilled computer graphics artist) can specify the geometric ormathematical description of objects to be used in the rendered image oranimation sequence, such as characters, props, background, or the like.In some instances, the geometric description of the objects may includea number of animation control variables (avars) and values for theavars. An animator may also pose the objects within the image orsequence and specify motions and positions of the objects over time tocreate an animation.

As such, the production of CGI and computer-aided animation may involvethe extensive use of various computer graphics techniques to produce avisually appealing image from the geometric description of an objectthat may be used to convey an essential element of a story or provide adesired special effect. One of the challenges in creating these visuallyappealing images is the can be the balancing of a desire for ahighly-detailed image of a character or other object with the practicalissues involved in allocating the resources (both human andcomputational) required to produce those visually appealing images.

Accordingly, what is desired is to solve one or more of the problemsrelating to simulations of hair and fur for use in CGI andcomputer-aided animation, some of which may be discussed herein.Additionally, what is desired is to reduce some of the drawbacksrelating to simulations of hair and fur for use in CGI andcomputer-aided animation, some of which may be discussed herein.

BRIEF SUMMARY OF THE INVENTION

The following portion of this disclosure presents a simplified summaryof one or more innovations, embodiments, and/or examples found withinthis disclosure for at least the purpose of providing a basicunderstanding of the subject matter. This summary does not attempt toprovide an extensive overview of any particular embodiment or example.Additionally, this summary is not intended to identify key/criticalelements of an embodiment or example or to delineate the scope of thesubject matter of this disclosure. Accordingly, one purpose of thissummary may be present some innovations, embodiments, and/or examplesfound within this disclosure in a simplified form as a prelude to a moredetailed description presented later.

Techniques are disclosed for accounting for features ofcomputer-generated dynamic or simulation models being at differentscales. Some examples of dynamic or simulation models may include modelsrepresenting hair, fur, strings, vines, tails, or the like. In variousembodiments, features at different scales in a complex dynamic orsimulation model can be treated differently when rendered and/orsimulated.

In one embodiment, a method for separating scale in computer-generateddynamic or simulation models may be performed by one or more computersystems using information specifying a first pose of a dynamic orsimulation model and information specifying a second pose of the dynamicor simulation model. A difference may be determined between the firstand second pose of curve model. The difference between the first andsecond pose of curve model then may be decomposed into a plurality ofscale separations. The decomposition process may involve the use of oneor more filtering operations. In one aspect, the difference may bedecomposed into a plurality of scale separations for dynamic propertiesor properties used for simulation.

In one embodiment, each of the plurality of scale separations may beweighted or otherwise stored in association with a weighting value.Interaction responses, such as the influence of one or more forces, maybe determined based on the weighted plurality of scale separations thatmove the second pose of the curve model toward the first pose of thecurve model. One or more forces influenced by the weighted plurality ofscale separations may be applied or represented to move the second poseof the curve model toward the first pose of the curve model.

In further embodiments, techniques are provided simplifying handling ofbulk properties in a distributed computing environment. In oneembodiment, a method for handling of bulk properties in a distributedcomputing environment may be performed by one or more computer systemsusing information specifying a reference pose for each of a plurality ofdynamic or simulation models. Interaction eligibility can be determinedfor parts of a simulation in the distributed computing environment ofthe plurality of dynamic or simulation models based on the referencepose of each of the plurality of dynamic or simulation models. Theinteraction eligibility may be determined based on a positionaldifference between the reference pose of each dynamic or simulationmodel in a first set of dynamic or simulation models in the plurality ofdynamic or simulation models and the reference pose of each dynamic orsimulation model in a second set of dynamic or simulation models in theplurality of dynamic or simulation models. The interaction eligibilitymay be determined based on a likelihood that a first set of curve modelsin the plurality of dynamic or simulation models will interact with asecond set of curve models in the plurality of dynamic or simulationmodels.

In various embodiments, information specifying processor assignments inthe distributed computing environment may be generated based on theinteraction eligibility. In some aspects, collisions may be detectedbased on the interaction eligibility.

In still further embodiments, techniques are provided for theinteractive designing of computer-generated hair models. In oneembodiment, a method for designing of computer-generated hair models maybe performed by one or more computer systems. First information may begenerated that is configured to display a hair style of acomputer-generated hair model within one or more user interfacesassociated with a simulation-assisted hair modeling environment. Aseries of changes can be provided via the one or more user interfaces.Each change in the series of changes may provide or author modificationsto the hair style of the computer-generated hair model. In response toeach change in the series of changes, simulation results correspondingto the authored change may be received and used to generate secondinformation configured to display the hair style according to thesimulations results corresponding to the authored change.

In one embodiment, a method for reducing communication of collisioninformation between nodes in a distributed computing environmentsimulating a plurality of objects in response to motion of anotherobject includes receiving, at a computer, a reference pose for each ofthe plurality of objects, Interaction eligibility is determined betweeneach object in the plurality of objects using the reference pose foreach of the plurality of objects. The plurality of objects are thenpartitioned into a plurality of groups according to the determinedinteraction eligibility between each object in the plurality of objects.Information is generated assigning each group in the plurality of groupsto a node in the distributed computing environment.

Determining the interaction eligibility between each object in theplurality of objects using the reference pose for each of the pluralityof objects can include determining a positional difference between thereference pose of a first object in the plurality objects and thereference pose of a second object in the plurality of objects.Determining the interaction eligibility between each object in theplurality of objects using the reference pose for each of the pluralityof objects can include determining a physical relationship between thereference pose of a first object in the plurality objects and thereference pose of a second object in the plurality of objects.Determining the interaction eligibility between each object in theplurality of objects using the reference pose for each of the pluralityof objects can include determining a proximity difference between thereference pose of a first object in the plurality objects and thereference pose of a second object in the plurality of objects.

A further understanding of the nature of and equivalents to the subjectmatter of this disclosure (as wells as any inherent or expressadvantages and improvements provided) should be realized in addition tothe above section by reference to the remaining portions of thisdisclosure, any accompanying drawings, and the claims.

BRIEF DESCRIPTION OF THE DRAWINGS

In order to reasonably describe and illustrate those innovations,embodiments, and/or examples found within this disclosure, reference maybe made to one or more accompanying drawings. The additional details orexamples used to describe the one or more accompanying drawings shouldnot be considered as limitations to the scope of any of the claimedinventions, any of the presently described embodiments and/or examples,or the presently understood best mode of any innovations presentedwithin this disclosure.

FIG. 1 is a simplified block diagram of a system for creating computergraphics imagery (CGI) and computer-aided animation that may implementor incorporate various embodiments or techniques for reorientingproperties in hair dynamics.

FIG. 2 is an illustration of a curve model that may be used for creatingCGI and computer-aided animation in various embodiments.

FIG. 3 is a simplified flowchart of a method for simulating a curvemodel using information related to a proxy model in various embodiments.

FIG. 4 is an illustration of one example of generating a proxy modelcorresponding to a curve model.

FIG. 5 is an illustration of another example of generating a proxy modelcorresponding to a curve model.

FIG. 6 is a block diagram illustrating data flow in a process forsimulating a curve model using information related to a proxy model invarious embodiments.

FIG. 7 is a flowchart of a method for reorienting properties in hairdynamics in various embodiments.

FIG. 8 is an illustration of the curve model of FIG. 2 havingdifferently scaled features that may be used for creating CGI andcomputer-aided animation in various embodiments.

FIG. 9 is a flowchart of a method for scale separation in a curve modelin various embodiments.

FIG. 10 is a flowchart of a method for applying forces using scaleseparation of a curve model in various embodiments.

FIG. 11 is an illustration of a portion of a computer-generated modelhaving a plurality of curve models that may be used for creating CGI andcomputer-aided animation in various embodiments.

FIG. 12 is a flowchart of a method for processor assignment in adistributed computing environment for the plurality of curve models ofFIG. 11 in various embodiments.

FIG. 13 is an exemplary assignment matrix for use in a distributedcomputing environment.

FIG. 14 is a block diagram illustrating collision communication in adistributed computing environment that may be reduced based on spatialcohesion in various embodiments.

FIG. 15 is an illustration depicting an interactive environment userinterface where simulation is an integral part of hair style design.

FIG. 16 is a flowchart of a method for simulation-assisted hair modelingwithin an interactive environment in various embodiments wheresimulation is an integral part of hair style design.

FIG. 17 is a flowchart of a method for determining reference positionsin an interactive environment in various embodiments where simulation isan integral part of hair style design.

FIG. 18 is a block diagram illustrating shape progression in aninteractive environment in various embodiments where simulation is anintegral part of hair style design.

FIG. 19 is a block diagram of a computer system or informationprocessing device that may incorporate an embodiment, be incorporatedinto an embodiment, or be used to practice any of the innovations,embodiments, and/or examples found within this disclosure.

DETAILED DESCRIPTION OF THE INVENTION

FIG. 1 is a simplified block diagram of system 100 for creating computergraphics imagery (CGI) and computer-aided animation that may implementor incorporate various embodiments or techniques for implemented hairdynamics. In this example, system 100 can include one or more designcomputers 110, object library 120, one or more object modeler systems130, one or more object articulation systems 140, one or more objectanimation systems 150, one or more object simulation systems 160, andone or more object rendering systems 170.

The one or more design computers 110 can include hardware and softwareelements configured for designing CGI and assisting with computer-aidedanimation. Each of the one or more design computers 110 may be embodiedas a single computing device or a set of one or more computing devices.Some examples of computing devices are PCs, laptops, workstations,mainframes, cluster computing system, grid computing systems, cloudcomputing systems, embedded devices, computer graphics devices, gamingdevices and consoles, consumer electronic devices having programmableprocessors, or the like. The one or more design computers 110 may beused at various stages of a production process (e.g., pre-production,designing, creating, editing, simulating, animating, rendering,post-production, etc.) to produce images, image sequences, motionpictures, video, audio, or associated effects related to CGI andanimation.

In one example, a user of the one or more design computers 110 acting asa modeler may employ one or more systems or tools to design, create, ormodify objects within a computer-generated scene. The modeler may usemodeling software to sculpt and refine a neutral 3D model to fitpredefined aesthetic needs of one or more character designers. Themodeler may design and maintain a modeling topology conducive to astoryboarded range of deformations. In another example, a user of theone or more design computers 110 acting as an articulator may employ oneor more systems or tools to design, create, or modify controls oranimation variables (avars) of models. In general, rigging is a processof giving an object, such as a character model, controls for movement,therein “articulating” its ranges of motion. The articulator may workclosely with one or more animators in rig building to provide and refinean articulation of the full range of expressions and body movementneeded to support a character's acting range in an animation. In afurther example, a user of design computer 110 acting as an animator mayemploy one or more systems or tools to specify motion and position ofone or more objects over time to produce an animation.

Object library 120 can include hardware and/or software elementsconfigured for storing and accessing information related to objects usedby the one or more design computers 110 during the various stages of aproduction process to produce CGI and animation. Some examples of objectlibrary 120 can include a file, a database, or other storage devices andmechanisms. Object library 120 may be locally accessible to the one ormore design computers 110 or hosted by one or more external computersystems.

Some examples of information stored in object library 120 can include anobject itself, metadata, object geometry, object topology, rigging,control data, animation data, animation cues, simulation data, texturedata, lighting data, shader code, or the like. An object stored inobject library 120 can include any entity that has an n-dimensional(e.g., 2D or 3D) surface geometry. The shape of the object can include aset of points or locations in space (e.g., object space) that make upthe object's surface. Topology of an object can include the connectivityof the surface of the object (e.g., the genus or number of holes in anobject) or the vertex/edge/face connectivity of an object.

The one or more object modeling systems 130 can include hardware and/orsoftware elements configured for modeling one or more computer-generatedobjects. Modeling can include the creating, sculpting, and editing of anobject. The one or more object modeling systems 130 may be invoked by orused directly by a user of the one or more design computers 110 and/orautomatically invoked by or used by one or more processes associatedwith the one or more design computers 110. Some examples of softwareprograms embodied as the one or more object modeling systems 130 caninclude commercially available high-end 3D computer graphics and 3Dmodeling software packages 3D STUDIO MAX and AUTODESK MAYA produced byAutodesk, Inc. of San Rafael, Calif.

In various embodiments, the one or more object modeling systems 130 maybe configured to generated a model to include a description of the shapeof an object. The one or more object modeling systems 130 can beconfigured to facilitate the creation and/or editing of features, suchas non-uniform rational B-splines or NURBS, polygons and subdivisionsurfaces (or SubDivs), that may be used to describe the shape of anobject. In general, polygons are a widely used model medium due to theirrelative stability and functionality. Polygons can also act as thebridge between NURBS and SubDivs. NURBS are used mainly for theirready-smooth appearance and generally respond well to deformations.SubDivs are a combination of both NURBS and polygons representing asmooth surface via the specification of a coarser piecewise linearpolygon mesh. A single object may have several different models thatdescribe its shape.

The one or more object modeling systems 130 may further generate modeldata (e.g., 2D and 3D model data) for use by other elements of system100 or that can be stored in object library 120. The one or more objectmodeling systems 130 may be configured to allow a user to associateadditional information, metadata, color, lighting, rigging, controls, orthe like, with all or a portion of the generated model data.

The one or more object articulation systems 140 can include hardwareand/or software elements configured to articulating one or morecomputer-generated objects. Articulation can include the building orcreation of rigs, the rigging of an object, and the editing of rigging.The one or more object articulation systems 140 may be invoked by orused directly by a user of the one or more design computers 110 and/orautomatically invoked by or used by one or more processes associatedwith the one or more design computers 110. Some examples of softwareprograms embodied as the one or more object articulation systems 140 caninclude commercially available high-end 3D computer graphics and 3Dmodeling software packages 3D STUDIO MAX and AUTODESK MAYA produced byAutodesk, Inc. of San Rafael, Calif.

In various embodiments, the one or more articulation systems 140 beconfigured to enable the specification of rigging for an object, such asfor internal skeletal structures or eternal features, and to define howinput motion deforms the object. One technique is called “skeletalanimation,” in which a character can be represented in at least twoparts: a surface representation used to draw the character (called theskin) and a hierarchical set of bones used for animation (called theskeleton).

The one or more object articulation systems 140 may further generatearticulation data (e.g., data associated with controls or animationsvariables) for use by other elements of system 100 or that can be storedin object library 120. The one or more object articulation systems 140may be configured to allow a user to associate additional information,metadata, color, lighting, rigging, controls, or the like, with all or aportion of the generated articulation data.

The one or more object animation systems 150 can include hardware and/orsoftware elements configured for animating one or morecomputer-generated objects. Animation can include the specification ofmotion and position of an object over time. The one or more objectanimation systems 150 may be invoked by or used directly by a user ofthe one or more design computers 110 and/or automatically invoked by orused by one or more processes associated with the one or more designcomputers 110. Some examples of software programs embodied as the one ormore object animation systems 150 can include commercially availablehigh-end 3D computer graphics and 3D modeling software packages 3DSTUDIO MAX and AUTODESK MAYA produced by Autodesk, Inc. of San Rafael,Calif.

In various embodiments, the one or more animation systems 150 may beconfigured to enable users to manipulate controls or animation variablesor utilized character rigging to specify one or more key frames ofanimation sequence. The one or more animation systems 150 generateintermediary frames based on the one or more key frames. In someembodiments, the one or more animation systems 150 may be configured toenable users to specify animation cues, paths, or the like according toone or more predefined sequences. The one or more animation systems 150generate frames of the animation based on the animation cues or paths.In further embodiments, the one or more animation systems 150 may beconfigured to enable users to define animations using one or moreanimation languages, morphs, deformations, or the like.

The one or more object animations systems 150 may further generateanimation data (e.g., inputs associated with controls or animationsvariables) for use by other elements of system 100 or that can be storedin object library 120. The one or more object animations systems 150 maybe configured to allow a user to associate additional information,metadata, color, lighting, rigging, controls, or the like, with all or aportion of the generated animation data.

The one or more object simulation systems 160 can include hardwareand/or software elements configured for simulating one or morecomputer-generated objects. Simulation can include determining motionand position of an object over time in response to one or more simulatedforces or conditions. The one or more object simulation systems 160 maybe invoked by or used directly by a user of the one or more designcomputers 110 and/or automatically invoked by or used by one or moreprocesses associated with the one or more design computers 110. Someexamples of software programs embodied as the one or more objectsimulation systems 160 can include commercially available high-end 3Dcomputer graphics and 3D modeling software packages 3D STUDIO MAX andAUTODESK MAYA produced by Autodesk, Inc. of San Rafael, Calif.

In various embodiments, the one or more object simulation systems 160may be configured to enables users to create, define, or edit simulationengines, such as a physics engine or physics processing unit (PPU/GPGPU)using one or more physically-based numerical techniques. In general, aphysics engine can include a computer program that simulates one or morephysics models (e.g., a Newtonian physics model), using variables suchas mass, velocity, friction, wind resistance, or the like. The physicsengine may simulate and predict effects under different conditions thatwould approximate what happens to an object according to the physicsmodel. The one or more object simulation systems 160 may be used tosimulate the behavior of objects, such as hair, fur, and cloth, inresponse to a physics model and/or animation of one or more charactersand objects within a computer-generated scene.

The one or more object simulation systems 160 may further generatesimulation data (e.g., motion and position of an object over time) foruse by other elements of system 100 or that can be stored in objectlibrary 120. The generated simulation data may be combined with or usedin addition to animation data generated by the one or more objectanimation systems 150. The one or more object simulation systems 160 maybe configured to allow a user to associate additional information,metadata, color, lighting, rigging, controls, or the like, with all or aportion of the generated simulation data.

The one or more object rendering systems 170 can include hardware and/orsoftware element configured for “rendering” or generating one or moreimages of one or more computer-generated objects. “Rendering” caninclude generating an image from a model based on information such asgeometry, viewpoint, texture, lighting, and shading information. The oneor more object rendering systems 170 may be invoked by or used directlyby a user of the one or more design computers 110 and/or automaticallyinvoked by or used by one or more processes associated with the one ormore design computers 110. One example of a software program embodied asthe one or more object rendering systems 170 can include PhotoRealisticRenderMan, or PRMan, produced by Pixar Animations Studios of Emeryville,Calif.

In various embodiments, the one or more object rendering systems 170 canbe configured to render one or more objects to produce one or morecomputer-generated images or a set of images over time that provide ananimation. The one or more object rendering systems 170 may generatedigital images or raster graphics images.

In various embodiments, a rendered image can be understood in terms of anumber of visible features. Some examples of visible features that maybe considered by the one or more object rendering systems 170 mayinclude shading (e.g., techniques relating to how the color andbrightness of a surface varies with lighting), texture-mapping (e.g.,techniques relating to applying detail information to surfaces orobjects using maps), bump-mapping (e.g., techniques relating tosimulating small-scale bumpiness on surfaces), fogging/participatingmedium (e.g., techniques relating to how light dims when passing throughnon-clear atmosphere or air; shadows (e.g., techniques relating toeffects of obstructing light), soft shadows (e.g., techniques relatingto varying darkness caused by partially obscured light sources),reflection (e.g., techniques relating to mirror-like or highly glossyreflection), transparency or opacity (e.g., techniques relating to sharptransmissions of light through solid objects), translucency (e.g.,techniques relating to highly scattered transmissions of light throughsolid objects), refraction (e.g., techniques relating to bending oflight associated with transparency, diffraction (e.g., techniquesrelating to bending, spreading and interference of light passing by anobject or aperture that disrupts the ray), indirect illumination (e.g.,techniques relating to surfaces illuminated by light reflected off othersurfaces, rather than directly from a light source, also known as globalillumination), caustics (e.g., a form of indirect illumination withtechniques relating to reflections of light off a shiny object, orfocusing of light through a transparent object, to produce brighthighlights on another object), depth of field (e.g., techniques relatingto how objects appear blurry or out of focus when too far in front of orbehind the object in focus), motion blur (e.g., techniques relating tohow objects appear blurry due to high-speed motion, or the motion of thecamera), non-photorealistic rendering (e.g., techniques relating torendering of scenes in an artistic style, intended to look like apainting or drawing), or the like.

The one or more object rendering systems 170 may further render images(e.g., images representing the motion and position of an object overtime) for use by other elements of system 100 or that can be stored inobject library 120. The one or more object rendering systems 170 may beconfigured to allow a user to associate additional information ormetadata with all or a portion of the rendered image.

Filtered Torsion Springs

In some aspects, techniques may be incorporated into system 100 fororienting (or reorienting) properties of computer-generated models, suchas those associated with dynamic models or simulation models. Someexamples of dynamic or simulation models may include models representinghair, fur, strings, vines, tails, or the like. In various embodiments,properties (e.g., material or physical properties) that influence how adynamic or simulation model (e.g., a complex curve model representing acurly hair) maintains its shape in one pose may be oriented orre-oriented as desired for other poses of the model using readilyavailable reference frames. These references frame may be obtained usingposes of a proxy model that corresponds to poses of a dynamic orsimulation model. In some embodiments, a proxy model may include asmoothed version of a dynamic or simulation model. In other embodiments,a proxy model may include a filtered or simplified version of a dynamicor simulation model.

Traditionally, long curly hair is one of the most interesting anddifficult materials to represent in computer graphics. Models used torepresent hair generally have the common problem of being a 1-D object(e.g., a curve model) embedded in a 3-D world. Typically, hair can bemodeled as an infinitely thin cylinder having no well defined referenceat any given point.

FIG. 2 is an illustration of curve model 200 that may be used forcreating CGI and computer-aided animation in various embodiments. Inthis example, curve model 200 is represented by a root hair node orvertex 210 and one or more control nodes or vertices 210 (e.g., vertices220A and 220B). A user of design computer 110 may create a pose forcurve model 200 based on the positions and orientations of root hairvertex 210 and control vertices 220.

In general, hair can be represented by a structure similar to curvemodel 200. Various properties may be associated with curve model 200that provide a groom and “the look and feel” of hair. For example,dynamics of an individual hair can be represented by springs connectingpoint masses. These springs may be modeled on curve model 200 to resiststretching and twisting in a hair, thereby producing plausible motion ofthe hair. Additionally, properties placed on or otherwise associatedwith portions of curve model 200 may provide a hair style or groom, suchas a lock of curly hair. These properties may oriented to represent theintrinsic bends, offsets, or rotations, in a curly hair.

FIG. 3 is a simplified flowchart of method 300 simulating a curve model(e.g., curve model 200) using information related to a proxy model invarious embodiments. The processing of method 300 depicted in FIG. 3 maybe performed by software (e.g., instructions or code modules) whenexecuted by a central processing unit (CPU or processor) of a logicmachine, such as a computer system or information processing device, byhardware components of an electronic device or application-specificintegrated circuits, or by combinations of software and hardwareelements. Method 300 depicted in FIG. 3 begins in step 310.

In step 320, a curve model is received. For example, a user of designcomputer 110 may utilize the one or more object modeling systems 130 tocreate or sculpt curve model 200. Information specifying or definingcurve model 200 may be provided by the user of design computer 110 ofFIG. 1 or derived programmatically. Curve model 200 may includeinformation defining the geometric description of a curve, topologicalinformation, control points, animation variables (avars), physicalproperties, material properties, lighting properties, or the like. Curvemodel 200 may also be associated with pose information, animation cues,or the like. For example, a modeler using design computer 110 may definea rest pose for curve model 200. The rest pose may be used to determinea shape or style all or part of curve model 200 seeks to maintain inlight of a simulation. In another example, an animator using designcomputer 110 may define various additional poses for curve model 200.The various additional poses can specifying a desired position ofcontrol vertices 220A and 220B over time that can be used to create ananimation of curve model 200.

In step 330, the curve model is simulated using information related to aproxy model. For example, a user of design computer 110 may utilize theone or more object simulation systems 160 to simulate curve model 200.The one or more object simulation systems 160 may simulate behaviorand/or response of curve model 200 based on properties defining theshape of curve model 200 and other internal forces and external forces(e.g., gravity, wind, or collisions). The one or more object simulationsystems 160 may also simulate behavior of additional curve models (e.g.,additional hair or fur associated with curve model 200) that arecontrolled or influenced by curve model 200.

Behavior and/or response of curve model 200 during a simulation mayrequire information from the structure of curve model 200. The structureof curve model 200 typically can provide its shape and other materialproperties in addition to information from which a reference frame canbe constructed. Local coordinate frames then may be provided along thelength of curve model 200 that may be used for any hair deformation orfor interaction responses, such as from physical forces, hair-to-hair orhair-to-body collisions, or the like. In one example, starting at roothair vertex 210, a local coordinate frame can be computed with acoordinate frame fixed with respect to the object to which root hairvertex 210 is attached. The X-axis may be determined to be along thehair direction. This coordinate frame can then be propagated along curvemodel 200 between successive control vertices 220 (e.g., between controlvertices 220A and 220B). Thus, a suitable local coordinate frame may bedetermined at each desired points along curve model 200, such as at eachof control vertices 220. These local coordinate frames may be used inessence account for any change in hair direction between two consecutivevertices due to properties of curve model 200, such as mechanical andphysical properties of a hair that provide its shape and/or groom.

However, dynamic or simulation models, such as complex hair styles orhair exhibiting complex physical properties such as long curly hair, mayrequire a large number of control vertices to provide a desiredstructure, shape, and/or groom. As a result of having a large number ofcontrol vertices or large datasets to represent the complex material orphysical properties of curly hair, it may become computationallyprohibitive to use an approach of propagating information along a curvebetween successive control vertices to determine local coordinateframes. Additionally, it may become potentially numerically unstable tomanage the large datasets in production systems.

Accordingly, in various embodiments, information related to a proxymodel may be used. For example, rendering and/or simulation of a complexcurly hair model may be provided with stable reference frames fordetermining response. In one embodiment, a proxy version of curve model200 may be used as a reference during the actual simulation of the curvemodel method 300 of FIG. 3. Simplified can be understood to mean thatone or more features or complexities have been removed or thatresolution of a model has been reduced. The simplified version of adynamic or simulation model may be referred to as a proxy model.

In step 340, simulation results are generated. For example, the one ormore object simulation systems 160 may generate simulation data based ondynamics associated with curve model 200. These dynamics may includematerial and physical properties associated with curve model 200,properties representing forces that move a pose of curve model 200toward a rest pose of curve model 200, or the like. These dynamics mayfurther include a groom or hairstyle properties. The one or more objectsimulation systems 160 may generate simulation data based an expectedbehavior of curve model 200 to additionally influences, such as thoserepresented by forces (e.g., gravity or wind) and collisions (e.g., withitself or other objects). The one or more object simulation systems 160may also generate the simulation data based on interpolating betweendifferent poses of curve model 200 and accounting for application of theabove-described forces. FIG. 3 ends in step 350.

FIG. 4 is an illustration of one example of generating a proxy modelcorresponding to curve model 200. In this example, proxy model 400 iscreated or generated by applying smoothing filter 410 to curve model200. Smoothing filter 410 can include one or more processes ortechniques for reducing complexity of curve model 200. Smoothing filter410 may reduce complexity by removing or reducing geometry, topology,properties, or other information associated with curve model 200.Smoothing filter 410 may be applied locally, globally, at a macro level,or a micro level.

FIG. 5 is an illustration of another example of generating a proxy modelcorresponding to curve model 200. In this example, proxy model 500 iscreated or generated by applying spatial low-pass filter 510 to curvemodel 200. Spatial low-pass filter 510 can include one or more processesor techniques for reducing spatial complexity of curve model 200. Othertypes of filters or smoothing operations that generate a simplifiedversion of curve model 200 may be contemplated that preserve apredetermined level of information that enable the resulting proxy modelto serve as a reference for curve model 200 during simulation, such asinfinite response filters or the like.

FIG. 6 is a block diagram illustrating data flow in process 600 forsimulating a curve model using information related to a proxy model invarious embodiments. In this example, design computer 110 receives afirst pose of a curve model (e.g., curve model 200). The first pose ofcurve model 200 may correspond to or include a rest pose of curve model200. The rest pose can include information describing how curve model200 maintains its shape absent external influences. The first pose ofcurve model 200 may also correspond to any initial or other pose inwhich curve model 200 may be placed. The first pose of curve model 200can be filtered to create or otherwise generate a first pose of a proxymodel (e.g., proxy model 400 or proxy model 500). The first pose ofproxy model 400 or 500 may correspond to or include a rest pose forproxy model 400. Similarly, the rest pose of proxy model 400 or 500 maycorrespond to a rest pose of curve model 200. The first pose of proxymodel 400 or 500 may also correspond to any other pose in which proxymodel 400 or 500 may be placed.

Additionally, design computer 110 receives a second pose of the curvemodel. The second pose of curve model 200 may include an initial pose ofcurve model 200. The second pose of curve model 200 may include theresults of a previous simulation step or any other pose in which curvemodel 200 may be placed. The second pose of curve model 200 may likelybe different from the first pose of curve model 200. The second pose ofcurve model 200 can be filtered to create or otherwise generate a secondpose of the proxy model (e.g., proxy model 400 or proxy model 500). Thesecond pose of proxy model 400 or 500 may correspond to or include anyother pose in which proxy model 400 or 500 may be placed.

In various embodiments, one or more computer systems associated withsystem 100 may determine information relate to the proxy model (e.g.,proxy model 400 or 500). The information may include a difference (ordelta) between orientations of various properties based on the first andsecond poses of the proxy model. For example, a local coordinate framemay be determined at one point of the first pose of proxy model 400 andat a corresponding point of the second pose of proxy model 400. Accountmay be taken of any changes in orientation of various mechanical and/orphysical properties at that point and later used during rendering and/orsimulation of the curve model. Accordingly, in various aspects, insteadof simulating proxy model 400 or 500 and imputing simulation resultsonto curve model 200, information related to proxy models 400 or 500 canprovide references during the actual simulation of curve model 200 fordetermining how curve model 200 will maintain its shape in light of restpose bend directions, intrinsic bend angles, rotation angles, offsetvectors, or the like.

FIG. 7 is a flowchart of method 700 for reorienting properties in hairdynamics in various embodiments. The processing of method 700 depictedin FIG. 7 may be performed by software (e.g., instructions or codemodules) when executed by a central processing unit (CPU or processor)of a logic machine, such as a computer system or information processingdevice, by hardware components of an electronic device orapplication-specific integrated circuits, or by combinations of softwareand hardware elements. Method 700 depicted in FIG. 7 begins in step 710.

In step 720, information specifying a first pose of a curve model and asecond pose of a curve model is received. For example, a user of designcomputer 110 may provide a rest pose of curve model 200. In anotherexample, a user of design computer 110 may provide an initial oradditional pose of curve model 200. The curve model may be a dynamic orsimulation model. Therefore, in yet another example, the second pose ofcurve model 200 may be the results of a previous simulation step.

In step 730, information specifying a first pose of a proxy model and asecond pose of a proxy model is received. Using proxy model 500 as anexample, the first pose of proxy model 500 may correspond to the restpose of curve model 200, and thus be considered the rest pose of proxymodel 500. The first pose of proxy model 500 may be generated manuallybe reducing complexity of curve model 200 in the first pose orprocedurally using a smoothing filter, a spatial low-pass filter, or thelike. The second pose of proxy model 500 may correspond to the initialor additional pose of curve model 200. The second pose of proxy model500 may be generated manually be reducing complexity of curve model 200in the second pose or procedurally using a smoothing filter, a spatiallow-pass filter, or the like.

In step 740, an orientation for a property of the second pose of thecurve model is determined based on a difference between an orientationof a property of the first pose of the proxy model and an orientation ofa property of the second pose of the proxy model. As discussed above, aproperty may include bend directions, bend angles, rotation angles,offset vectors, and other non-scalar properties. In one example, thedifference may include differences between bend directions, bend angles,rotation angles, offset vectors, and other scalar and non-scalarproperties.

In step 750, a property of the first pose of the curve model istransferred to a second pose of the curve model using the determinedorientation. For example, during simulation of curve model 200,orientation for properties of the second pose of curve model 200 aredetermined by reference to poses of proxy model 500. Differences betweenthe orientations of the properties of different poses of proxy model 500can be used to influence or determine the orientation of a property ofthe second pose of curve model 200. As a result, in some embodiments,this can reduce the need to propagate any large datasets defining a richand complex shape of a curly hair represented by curve model 200 alongcurve model 200 during simulation that would be computationalprohibitive and/or numerically unstable to a production process alongwith requiring additional expensive computing equipment. FIG. 7 ends instep 760.

Scale-Dependent Properties

In further aspects, dynamic or simulation models generally can includefeatures implemented at a variety of scales to provide rich andrealistic appearances. For example, strands of hair may include finescale features (such as twists and turns of individual curls and locks)that may be found within or encompassed by larger scale features (suchas the flexibility of the entire stand of hair). Accordingly, in variousembodiments, system 100 may treat feature at different scales in dynamicor simulation models differently during rendering and/or simulation. Inone embodiment, differences between poses of dynamic or simulationmodels can be decomposed into multiple scale separations. Each scaleseparation can be individually weighted to produce a desired effect orincrease/reduce deformations of a particular scale feature.

FIG. 8 is an illustration of curve model 200 of FIG. 2 havingdifferently scaled features that may be used for creating CGI andcomputer-aided animation in various embodiments. In this example, curvemodel 200 representing an individual curly lock of hair can include finefeature 810 and coarse feature 820. Fine features 810 may include thetwists, turn, bends, or the like, that affect the hair at eachindividual curly lock. Coarse features 820 of curve model 200 that mayinclude the flexibility or bendability along the entire stand of hair.It may be desirable to have each individual curly lock in fine features810 maintain its shape as closely as possible. However, this can causethe entire curve model 200 to act as if it had been create out of asteel wire rather than acting as real hair. Therefore, in variousembodiments, fine features 810 can be weighted differently than coarsefeature 820 such that individual curly locks maintain their shape whilean entire strand of hair retains its flexibility or bendability.

FIG. 9 is a flowchart of method 900 for scale separation in a curvemodel in various embodiments. The processing of method 900 depicted inFIG. 9 may be performed by software (e.g., instructions or code modules)when executed by a central processing unit (CPU or processor) of a logicmachine, such as a computer system or information processing device, byhardware components of an electronic device or application-specificintegrated circuits, or by combinations of software and hardwareelements. Method 900 depicted in FIG. 9 begins in step 910.

In step 920, a first pose of a curve model is received. For example, auser of design computer 110 may specify a rest pose of curve model 200.As illustrated above, curve model 200 may include information thatdefines different scales of features.

In step 930, a second pose of the curve model is received. The secondpose of the curve model may include an initial pose or any of a varietyof poses that may be different from the first pose of the curve mode.For example, a user of design computer 110 may specify an initial poseof curve model 200 that is different from the rest pose.

In step 940, a difference between the first pose and the second pose ofthe curve model is determined. In step 950, the difference between thefirst pose and the second pose of the curve model is decomposed into aplurality of scale separations. Each scale separation in the pluralityof scale separations differs by one or more predetermined or predefinedcriteria. For example, design computer 110 may decompose the differencebetween the rest pose of curve model 200 and the initial pose of curvemodel 200 into a scale separation for individual curls or locks of ahair represented by curve model 200 and another scale separation for theflexibility of the entire hair represented by curve model 200. FIG. 9ends in step 960.

In various embodiments, features may be distinguished using one or morefilters. A first filter may be used to determine a first set offeatures. A second filter may be used to determine a second set offeatures having complexity greater than the first set of features butnot encompassing the first set of features. The second filter may beused to determine a second set of features that result in an output orapply an effect different from that resulting from or applied by thefirst set of features.

In further embodiment, the multiple scale separations may be used duringrendering and/or simulating of curve model 200. For example, curve model200 may have a certain rest deformation. The rest deformation can beindicative of the rest state or rest pose of curve model 200. Absentexternal influences, a simulation of curve model 200 would result incurve model 200 tending toward or remain in its rest state or rest pose.Thus, a simulation may apply one or more restoring forces based on adifference between a current deformation of curve model 200 and the restpose of curve model 200 that move the current deformation of curve model200 toward the rest pose of curve model 200.

In some embodiments, instead of determining and applying the one or morerestoring force based on the raw differences between two deformation,multiple scale separations may be used to assign different magnitudes onthe restoring forces for different scales. Accordingly, different scalesmay be treated differently to produce a desired effect orincrease/reduce deformation of a particular scale feature.

FIG. 10 is a flowchart of method 1000 for applying forces using scaleseparation of a curve model in various embodiments. The processing ofmethod 1000 depicted in FIG. 10 may be performed by software (e.g.,instructions or code modules) when executed by a central processing unit(CPU or processor) of a logic machine, such as a computer system orinformation processing device, by hardware components of an electronicdevice or application-specific integrated circuits, or by combinationsof software and hardware elements. Method 1000 depicted in FIG. 10begins in step 1010.

In step 1020, a plurality of scale separations is received. Theplurality of scale separations may be determined as discussed above withrespect to FIG. 8.

In step 1030, each of the plurality of scale separations is weighted.For example, weighting of zero (0) for a give scale separation wouldchange the magnitude of any restoring forces such that the restoringforces fail to affect or otherwise influence features associated withthe given scale separation. In another example, a weighting greater thanone (1) for a give scale separation would increase the magnitude of anyrestoring forces such that such that the restoring forces would have agreater effect or influence on features associated with the given scaleseparation. In yet another example, a weighting less than one (1) andgreater than zero (0) for a give scale separation would reduce themagnitude of any restoring forces such that such that the restoringforces would have a lesser effect or influence on features associatedwith the given scale separation. A positive or negative weighting may beused to affect direction of any restoring forces.

In step 1040, one or more forces that move the second pose of the curvemodel toward the first pose of the curve model are determined based onweighted plurality of scale separations. In step 1050, the one or moredetermined forces are applied to the second pose of the curve model.FIG. 10 ends in step 1050.

Accordingly, different scales may be treated differently to produce adesired effect or increase/reduce deformation of a particular scalefeature. For example, restoring forces applied to poses of curve model200 may maintain as stiff finer scale features such as individual curlylocks while also allowing flexibility in larger scale features along theentire hair represented by curve model 200. Thus, instead of determiningand applying the one or more restoring force based on the rawdifferences between two deformation, multiple scale separations may beused to assign different magnitudes on the restoring forces fordifferent scales.

Bulk Properties

In various embodiments, system 100 may incorporate techniques forassigning objects for simulation in a distributed computing environment.Due to a potentially large number of degrees of freedom, hair typicallyhas been difficult to simulate. Often, only key hairs associated with amodel may be simulated, while interpolation may be used to account forthe rest of the hairs.

FIG. 11 is an illustration of a portion (e.g., the scalp) ofcomputer-generated model 1100 having a plurality of curve models thatmay be used for creating CGI and computer-aided animation in variousembodiments. In this example, the plurality of curve models representhairs on the scalp of the head of model 1100. The plurality of curvemodels may be attached to or otherwise associated with model 1100 andhave a particular hairstyle or groom.

During simulation of the curve models in a distributed computingenvironment, the plurality of curve models that be represented by“sticks and balls” to determine response. In various aspects, dynamicsof an individual key hair can be represented by springs connecting pointmasses. These springs may be modeled to produce plausible motion for asingle hair by resisting stretching and twisting in the hair. Incollisions with non-hair geometry, such as a character's scalp or body,a hair strand may be treated as a set of particles at the point masspositions. However, this may not account for hair-to-hair collisions,friction during simulation, and other bulk properties exhibited by realhair.

During simulation of the curve models in a distributed computingenvironment, each curve model in the plurality curve models may berandomly assigned to a processor in the environment. To account forhair-to-hair collisions, each processor may be required to sendcollision information to each and every other processor in theenvironment. Therefore, at each step of a simulation, as 20 thousand to30 thousand particle collisions may be simulated, massive amounts ofcollision information may be communicated. In various embodiments,processor assignments may be made based on interaction eligibilitybetween parts of a simulation. These processor assignments may reduceall or part of the collusion information that is needed to becommunicated between one or more processors in the environment.

FIG. 12 is a flowchart of method 1200 for processor assignment in adistributed computing environment for the plurality of curve models ofFIG. 11 in various embodiments. The processing of method 1200 depictedin FIG. 12 may be performed by software (e.g., instructions or codemodules) when executed by a central processing unit (CPU or processor)of a logic machine, such as a computer system or information processingdevice, by hardware components of an electronic device orapplication-specific integrated circuits, or by combinations of softwareand hardware elements. Method 1200 depicted in FIG. 12 begins in step1210.

In step 1220, a reference pose of a plurality of curve models isreceived. For example, the reference pose may be any pose of model 1100.The reference pose may include a rest pose of model 1100 or any otherpose of model 1100 selected as a reference pose.

In step 1230, interaction eligibility is determined for parts of asimulation of the plurality of curve models based on the reference pose.Interaction eligibility can include the likelihood that one object mayinteract with another object. Interaction eligibility can be determinedbased on relative or spatial proximity, distance, or other physicalrelationships. The parts of the simulation may include an single strandof hair, pairs of hairs, portions of the hair, a group or volumerepresentation of hair, or the like.

In one example, the structure of a hair style or fur pattern may beanalyzed to determine the likelihood of interactions between at leasttwo hairs (e.g., a pair). Typically, hairs can have a fixed positionrelative to a character's body, such as a know placement of a hair rooton a scalp of the character. In the example of FIG. 11, each of theplurality of curve models have a fixed position on a scalp associatedwith computer-generated object 1100. In general, relationships betweentwo curve models in the plurality of curve models based on their fixedposition are usually stable at the scalp while potentially deviatingalong the length of a hair (e.g., the comb-over). Therefore, in someembodiments, a plurality of curve models representing hair or fur may bepartitions or sorted by their fixed position relative to a charactershead or body. How pair of hairs are partitioned or sorted may bedetermine based on relative or spatial proximity, distance, physicalrelationships, or other criteria.

FIG. 11 illustrates the plurality of curve models sorted or partitionedinto groups or sets 1110, 1120, 1130, and 1140. Curve models in groupsor sets 1110, 1120, 1130, and 1140 have been determined likely to keeptheir spatial cohesion during simulation. Therefore, a curve model inset 1110 may be determined to be more likely to interact with anothercurve model in set 1110 and less likely to interact with curve models inthe sets 1120, 1130, and 1140. Formation of sets 1110, 1120, 1130, and1140 can be made based on relative or spatial proximity, distance,physical relationships, or other criteria between curve modes in the setof curve models. For example, sets 1110, 1120, 1130, and 1140 may beformed using curve models that are likely to interact based on theirinitial attachment to the scalp of object 1100.

In various embodiments, a determination may be made how sparsely to makeassignments. For example, in step 1240, which pairs of curve models toprune is determined. Pruning may be performed to remove or reduce whichobjects another object is likely to interact with. Various selectableoptions or features may be provided to change how aggressively to prune.For example, a more aggressive prune may be utilized for a preview wherea less aggressive prune is used for rendering.

In step 1250, an assignment matrix is generated. An assignment matrixcan be used to define which objects are assigned to which processors inthe distributed computing environment. The assignment matrix may includean indication of interaction eligibility between each of the pluralitycurve models. The assignment matrix can be generated in order tominimize communication based on the interaction eligibility determinedin step 1230. FIG. 12 ends in step 1260.

FIG. 13 is an exemplary assignment matrix 1300 for use in a distributedcomputing environment. In this example, assignment matrix 1300 caninclude identifiers for each hair to be simulated. The interactioneligibility between pairs of hairs (e.g., between a hair having the ID 1and a hair having the ID 2 may be represented in assignment matrix 1300as a binary value, a scalar quantity, a weight, or the like.

FIG. 14 is a block diagram illustrating collision communication in adistributed computing environment that may be reduced based on spatialcohesion in various embodiments. The distributed computing environmentcan include a set of processors (e.g., represented by 10 boxes in acircle). A random assignment of hairs to processors can result in databeing potentially communicated between each of the processors asillustrated. Assignment matrix 1300 may be used to assign hairs toprocessors to reduce or otherwise eliminate certain cross-processorcommunication of collision information.

As a result, in various embodiments, hairs (or portions ofinterest—e.g., curls or locks) can be partitioned among multipleprocessors in a way that reduces or otherwise eliminates communicationbetween some or all of the processors. Accordingly, hairs on acharacter's scalp or body that may never likely come into contact withhairs on another portion of the character can be placed on differentprocessors for simulation based on an assignment matrix. Hairs that havea likelihood of interacting can be assigned to a group of processor thatwill communicate just with each other rather than the entire processorpool.

Simulation-Assisted Modeling of Hair

During a production process, a designer using design computer 110 ortraditional media typically draws or illustrates one or more pictures orimages of a particular hair style for a character. A modeler usingdesign computer 110 then may create one or more computer-generatedmodels in an attempt to accurately represents the designer's vision ofthe particular hair style. Typically, this is an interactive processwhere the modeler sculpts the rest pose of a hair style in a series ofchanges to closely emulate the design. However, if the modeler is usingdynamic or simulation models, this iterative process at arrive at therest pose is often performed without seeing the effects of a simulationon the model. Once the model is simulated, the model often lookssubstantially different from the vision of the designer due to howmaterial or physical properties of the hair style and physicalparameters of the simulation.

Accordingly, in various embodiments, system 100 may include aninteractive modeling environment that allows users of design computer110 to develop a rest pose of a model visually under the influence of asimulator. A modeler using design computer 110 may, during aninteractive process where the modeler sculpts the rest pose of a hairstyle, visually see the results of one or more simulations as changesare made to the model.

FIG. 15 is an illustration depicting interactive environment userinterface 1500 where simulation is an integral part of hair styledesign. In this example, system 100 provides users withsimulation-assisted modeling of hair that enables the users to develop arest pose of a model visually under gravity and other simulated effects.Interactive environment user interface 1500 can be configured to receiveinput or information from one or more users. Interactive environmentuser interface 1500 can further be configured to output or communicateinformation to one or more users. Interactive environment user interface1500 can allow a modeler to design, sculpt, and create a model andvisualize at each change to the model how the model will look whensimulated.

In this example, interactive environment user interface 1500 may includepanel or window 1510. Panel or window 1510 may represent a view pointthrough which a user can design, sculpt, and interact with a model atthe same time viewing the results of one or more simulations of themodel within the same view point. Interactive environment user interface1500 may also include panel or window 1520. Panel or window 1520 mayinclude functionality, tools, options, controls, or the like, forcreating, designing, sculpting model 1540, e.g., a solid model, a curvemodel, or the like, within interactive environment user interface 1500.Interactive environment user interface 1500 may also include panel orwindow 1530. Panel or window 1530 may include functionality, tools,options, controls, or the like, for controlling one or more simulationsof all or part of a model viewed within interactive environment userinterface 1500. Interactive environment user interface 1500 can allowusers to define a rest pose by specifying a target during simulation.

FIG. 16 is a flowchart of method 1600 for simulation-assisted hairmodeling within an interactive environment in various embodiments wheresimulation is an integral part of hair style design. The processing ofmethod 1600 depicted in FIG. 16 may be performed by software (e.g.,instructions or code modules) when executed by a central processing unit(CPU or processor) of a logic machine, such as a computer system orinformation processing device, by hardware components of an electronicdevice or application-specific integrated circuits, or by combinationsof software and hardware elements. Method 1600 depicted in FIG. 16begins in step 1610.

In step 1620, information defining a hair model is received. Forexample, a user may interact with interactive environment user 1500 toload a predefined model. In another example, a user may interact withinteractive environment user 1500 to specify one or more predefinedobjects, shapes, or the like as a starting point of hair model 1540. Theuser may use functionality within panel 1520 to provide the informationdefining hair model 1540. The user may provide material or physicalproperties of hair model 1540 and give a hair style.

In step 1630, the hair model is displayed based on simulation resultsfor hair model. For example, upon receiving the information defining thehair model in step 1620, design computer 110 may utilize the one or moreobject simulation systems 160 to obtain simulation results. The restpose of hair model 1540 may be displayed according to its definition andthe simulation results. Accordingly, interactive environment userinterface 1500 provides simulation results while the user is definingthe rest pose of hair model 1540. This enables the user to see andinteract with an actual end simulated result and make any changes withininteractive environment user interface 1500 to observe the actual endsimulated result.

Therefore, in step 1640, one or more change to the hair model arereceived. A change may include a change in geometry, a change in one ormore material or physical properties, or the like. In step 1650, thehair model is displayed based on the one or more changes and simulationresults for hair model. Therefore, the rest pose of hair model 1540 maybe developed visually under gravity or other simulated effects. Behaviorand response of hair model 1540 during simulation can be visualized forits rest or reference pose in interactive environment user interface1500.

FIG. 17 is a flowchart of method 1700 for determining referencepositions in an interactive environment in various embodiments wheresimulation is an integral part of hair style design. The processing ofmethod 1700 depicted in FIG. 17 may be performed by software (e.g.,instructions or code modules) when executed by a central processing unit(CPU or processor) of a logic machine, such as a computer system orinformation processing device, by hardware components of an electronicdevice or application-specific integrated circuits, or by combinationsof software and hardware elements. Method 1700 depicted in FIG. 17begins in step 1710. In step 1720, one or more interactions are receivedin the interactive environment. The interactions may include changes tothe definition of a model, changes to position of a model, or the like.In step 1730, changes to the model are determined or otherwiseidentified. In step 1740, a reference position may be determined basedon the difference between the changes. The reference position may beused as a target shape or rest pose. FIG. 17 ends in step 1750.

FIG. 18 is a block diagram illustrating shape progression in aninteractive environment in various embodiments where simulation is anintegral part of hair style design. In this example, starting shape 1810created in interactive environment 1500 may be simulated withininteractive environment 1500 to produce simulation-assisted achievedshape 1820. A user may interact with simulation-assisted achieved shape1820 to achieve a desired look and feel. Simulation-assisted achievedshape 1820 may then be used to determine target shape/rest pose 1830.Information associated with shape 1830 may be used by other processes ina production process. Accordingly, while simulation-assisted achievedshape 1820 may provide the desired look and feel of a shape, targetshape/rest pose 1830 may be required for other purposes.

FIG. 19 is a block diagram of computer system 1900 that may incorporatean embodiment, be incorporated into an embodiment, or be used topractice any of the innovations, embodiments, and/or examples foundwithin this disclosure. FIG. 19 is merely illustrative of a computingdevice, general-purpose computer system programmed according to one ormore disclosed techniques, or specific information processing device foran embodiment incorporating an invention whose teachings may bepresented herein and does not limit the scope of the invention asrecited in the claims. One of ordinary skill in the art would recognizeother variations, modifications, and alternatives.

Computer system 1900 can include hardware and/or software elementsconfigured for performing logic operations and calculations,input/output operations, machine communications, or the like. Computersystem 1900 may include familiar computer components, such as one ormore one or more data processors or central processing units (CPUs)1905, one or more graphics processors or graphical processing units(GPUs) 1910, memory subsystem 1915, storage subsystem 1920, one or moreinput/output (I/O) interfaces 1925, communications interface 1930, orthe like. Computer system 1900 can include system bus 1935interconnecting the above components and providing functionality, suchconnectivity and inter-device communication. Computer system 1900 may beembodied as a computing device, such as a personal computer (PC), aworkstation, a mini-computer, a mainframe, a cluster or farm ofcomputing devices, a laptop, a notebook, a netbook, a PDA, a smartphone,a consumer electronic device, a gaming console, or the like.

The one or more data processors or central processing units (CPUs) 1905can include hardware and/or software elements configured for executinglogic or program code or for providing application-specificfunctionality. Some examples of CPU(s) 1905 can include one or moremicroprocessors (e.g., single core and multi-core) or micro-controllers,such as PENTIUM, ITANIUM, or CORE 2 processors from Intel of SantaClara, Calif. and ATHLON, ATHLON XP, and OPTERON processors fromAdvanced Micro Devices of Sunnyvale, Calif. CPU(s) 1905 may also includeone or more field-gate programmable arrays (FPGAs), application-specificintegrated circuits (ASICs), or other microcontrollers. The one or moredata processors or central processing units (CPUs) 1905 may include anynumber of registers, logic units, arithmetic units, caches, memoryinterfaces, or the like. The one or more data processors or centralprocessing units (CPUs) 1905 may further be integrated, irremovably ormoveably, into one or more motherboards or daughter boards.

The one or more graphics processor or graphical processing units (GPUs)1910 can include hardware and/or software elements configured forexecuting logic or program code associated with graphics or forproviding graphics-specific functionality. GPUs 1910 may include anyconventional graphics processing unit, such as those provided byconventional video cards. Some examples of GPUs are commerciallyavailable from NVIDIA, ATI, and other vendors. In various embodiments,GPUs 1910 may include one or more vector or parallel processing units.These GPUs may be user programmable, and include hardware elements forencoding/decoding specific types of data (e.g., video data) or foraccelerating 2D or 3D drawing operations, texturing operations, shadingoperations, or the like. The one or more graphics processors orgraphical processing units (GPUs) 1910 may include any number ofregisters, logic units, arithmetic units, caches, memory interfaces, orthe like. The one or more data processors or central processing units(CPUs) 1905 may further be integrated, irremovably or moveably, into oneor more motherboards or daughter boards that include dedicated videomemories, frame buffers, or the like.

Memory subsystem 1915 can include hardware and/or software elementsconfigured for storing information. Memory subsystem 1915 may storeinformation using machine-readable articles, information storagedevices, or computer-readable storage media. Some examples of thesearticles used by memory subsystem 1970 can include random accessmemories (RAM), read-only-memories (ROMS), volatile memories,non-volatile memories, and other semiconductor memories. In variousembodiments, memory subsystem 1915 can include hair dynamics data andprogram code 1940.

Storage subsystem 1920 can include hardware and/or software elementsconfigured for storing information. Storage subsystem 1920 may storeinformation using machine-readable articles, information storagedevices, or computer-readable storage media. Storage subsystem 1920 maystore information using storage media 1945. Some examples of storagemedia 1945 used by storage subsystem 1920 can include floppy disks, harddisks, optical storage media such as CD-ROMS, DVDs and bar codes,removable storage devices, networked storage devices, or the like. Insome embodiments, all or part of hair dynamics data and program code1940 may be stored using storage subsystem 1920.

In various embodiments, computer system 1900 may include one or morehypervisors or operating systems, such as WINDOWS, WINDOWS NT, WINDOWSXP, VISTA, or the like from Microsoft or Redmond, Wash., SOLARIS fromSun Microsystems, LINUX, UNIX, and UNIX-based operating system. Computersystem 1900 may also include one or more applications configured toexecuted, perform, or otherwise implement techniques disclosed herein.These applications may be embodied as hair dynamics data and programcode 1940. Additionally, computer programs, executable computer code,human-readable source code, shader code, rendering engines, or the like,and data, such as image files, models including geometrical descriptionsof objects, ordered geometric descriptions of objects, proceduraldescriptions of models, scene descriptor files, or the like, may bestored in memory subsystem 1915 and/or storage subsystem 1920.

The one or more input/output (I/O) interfaces 1925 can include hardwareand/or software elements configured for performing I/O operations. Oneor more input devices 1950 and/or one or more output devices 1955 may becommunicatively coupled to the one or more I/O interfaces 1925.

The one or more input devices 1950 can include hardware and/or softwareelements configured for receiving information from one or more sourcesfor computer system 1900. Some examples of the one or more input devices1950 may include a computer mouse, a trackball, a track pad, a joystick,a wireless remote, a drawing tablet, a voice command system, an eyetracking system, external storage systems, a monitor appropriatelyconfigured as a touch screen, a communications interface appropriatelyconfigured as a transceiver, or the like. In various embodiments, theone or more input devices 1950 may allow a user of computer system 1900to interact with one or more non-graphical or graphical user interfacesto enter a comment, select objects, icons, text, user interface widgets,or other user interface elements that appear on a monitor/display devicevia a command, a click of a button, or the like.

The one or more output devices 1955 can include hardware and/or softwareelements configured for outputting information to one or moredestinations for computer system 1900. Some examples of the one or moreoutput devices 1955 can include a printer, a fax, a feedback device fora mouse or joystick, external storage systems, a monitor or otherdisplay device, a communications interface appropriately configured as atransceiver, or the like. The one or more output devices 1955 may allowa user of computer system 1900 to view objects, icons, text, userinterface widgets, or other user interface elements.

A display device or monitor may be used with computer system 1900 andcan include hardware and/or software elements configured for displayinginformation. Some examples include familiar display devices, such as atelevision monitor, a cathode ray tube (CRT), a liquid crystal display(LCD), or the like.

Communications interface 1930 can include hardware and/or softwareelements configured for performing communications operations, includingsending and receiving data. Some examples of communications interface1930 may include a network communications interface, an external businterface, an Ethernet card, a modem (telephone, satellite, cable,ISDN), (asynchronous) digital subscriber line (DSL) unit, FireWireinterface, USB interface, or the like. For example, communicationsinterface 1930 may be coupled to communications network/external bus1980, such as a computer network, to a FireWire bus, a USB hub, or thelike. In other embodiments, communications interface 1930 may bephysically integrated as hardware on a motherboard or daughter board ofcomputer system 1900, may be implemented as a software program, or thelike, or may be implemented as a combination thereof.

In various embodiments, computer system 1900 may include software thatenables communications over a network, such as a local area network orthe Internet, using one or more communications protocols, such as theHTTP, TCP/IP, RTP/RTSP protocols, or the like. In some embodiments,other communications software and/or transfer protocols may also beused, for example IPX, UDP or the like, for communicating with hostsover the network or with a device directly connected to computer system1900.

As suggested, FIG. 19 is merely representative of a general-purposecomputer system appropriately configured or specific data processingdevice capable of implementing or incorporating various embodiments ofan invention presented within this disclosure. Many other hardwareand/or software configurations may be apparent to the skilled artisanwhich are suitable for use in implementing an invention presented withinthis disclosure or with various embodiments of an invention presentedwithin this disclosure. For example, a computer system or dataprocessing device may include desktop, portable, rack-mounted, or tabletconfigurations. Additionally, a computer system or informationprocessing device may include a series of networked computers orclusters/grids of parallel processing devices. In still otherembodiments, a computer system or information processing device maytechniques described above as implemented upon a chip or an auxiliaryprocessing board.

Various embodiments of any of one or more inventions whose teachings maybe presented within this disclosure can be implemented in the form oflogic in software, firmware, hardware, or a combination thereof. Thelogic may be stored in or on a machine-accessible memory, amachine-readable article, a tangible computer-readable medium, acomputer-readable storage medium, or other computer/machine-readablemedia as a set of instructions adapted to direct a central processingunit (CPU or processor) of a logic machine to perform a set of stepsthat may be disclosed in various embodiments of an invention presentedwithin this disclosure. The logic may form part of a software program orcomputer program product as code modules become operational with aprocessor of a computer system or an information-processing device whenexecuted to perform a method or process in various embodiments of aninvention presented within this disclosure. Based on this disclosure andthe teachings provided herein, a person of ordinary skill in the artwill appreciate other ways, variations, modifications, alternatives,and/or methods for implementing in software, firmware, hardware, orcombinations thereof any of the disclosed operations or functionalitiesof various embodiments of one or more of the presented inventions.

The disclosed examples, implementations, and various embodiments of anyone of those inventions whose teachings may be presented within thisdisclosure are merely illustrative to convey with reasonable clarity tothose skilled in the art the teachings of this disclosure. As theseimplementations and embodiments may be described with reference toexemplary illustrations or specific figures, various modifications oradaptations of the methods and/or specific structures described canbecome apparent to those skilled in the art. All such modifications,adaptations, or variations that rely upon this disclosure and theseteachings found herein, and through which the teachings have advancedthe art, are to be considered within the scope of the one or moreinventions whose teachings may be presented within this disclosure.Hence, the present descriptions and drawings should not be considered ina limiting sense, as it is understood that an invention presented withina disclosure is in no way limited to those embodiments specificallyillustrated.

Accordingly, the above description and any accompanying drawings,illustrations, and figures are intended to be illustrative but notrestrictive. The scope of any invention presented within this disclosureshould, therefore, be determined not with simple reference to the abovedescription and those embodiments shown in the figures, but insteadshould be determined with reference to the pending claims along withtheir full scope or equivalents.

What is claimed is:
 1. A method for reducing communication of collisioninformation between nodes in a distributed computing environmentsimulating a plurality of objects in response to motion of anotherobject, the method comprising: receiving, at a computer, a referencepose for each of the plurality of objects; determining, by a processorof the computer, interaction eligibility between each object in theplurality of objects using the reference pose for each of the pluralityof objects; partitioning, by the processor, the plurality of objectsinto a plurality of groups according to the determined interactioneligibility between each object in the plurality of objects; andgenerating, by the processor, information assigning each group in theplurality of groups to a node in the distributed computing environment.2. The method of claim 1 wherein determining the interaction eligibilitybetween each object in the plurality of objects using the reference posefor each of the plurality of objects comprises determining a positionaldifference between the reference pose of a first object in the pluralityobjects and the reference pose of a second object in the plurality ofobjects.
 3. The method of claim 1 wherein determining the interactioneligibility between each object in the plurality of objects using thereference pose for each of the plurality of objects comprisesdetermining a physical relationship between the reference pose of afirst object in the plurality objects and the reference pose of a secondobject in the plurality of objects.
 4. The method of claim 1 whereindetermining the interaction eligibility between each object in theplurality of objects using the reference pose for each of the pluralityof objects comprises determining a proximity difference between thereference pose of a first object in the plurality objects and thereference pose of a second object in the plurality of objects.
 5. Themethod of claim 1 wherein determining the interaction eligibilitybetween each object in the plurality of objects using the reference posefor each of the plurality of objects comprises determining a likelihoodthat a first object will interact with a second object.
 6. The method ofclaim 1 wherein determining the interaction eligibility between eachobject in the plurality of objects using the reference pose for each ofthe plurality of objects comprises detecting collisions between a firstobject and a second object.
 7. The method of claim 1 wherein generating,by the processor, the information assigning each group in the pluralityof groups to a node in the distributed computing environment comprises:generating, with the one or more processors associated with the one ormore computer systems, information specifying processor assignments inthe distributed computing environment.
 8. The method of claim 1 whereinthe plurality of objects represent individual hairs.
 9. The method ofclaim 1 wherein the plurality of objects represent portions of cloth.10. A non-transitory computer-readable medium storing a computer programthat when executed by a processor of a computer cause the processor toimplement a method comprising: receiving, at the processor, informationspecifying a reference pose for each of a plurality of dynamic orsimulation models; determining, with one or more processors associatedwith the one or more computer systems, interaction eligibility for partsof a simulation in the distributed computing environment of theplurality of dynamic or simulation models based on the reference pose ofeach of the plurality of dynamic or simulation models; and storinginformation indicative of the interaction eligibility in a storagedevice associated with the one or more computer systems.
 11. Thenon-transitory computer-readable medium of claim 10 wherein determiningthe interaction eligibility between each object in the plurality ofobjects using the reference pose for each of the plurality of objectscomprises determining a positional difference between the reference poseof a first object in the plurality objects and the reference pose of asecond object in the plurality of objects.
 12. The non-transitorycomputer-readable medium of claim 10 wherein determining the interactioneligibility between each object in the plurality of objects using thereference pose for each of the plurality of objects comprisesdetermining a physical relationship between the reference pose of afirst object in the plurality objects and the reference pose of a secondobject in the plurality of objects.
 13. The non-transitorycomputer-readable medium of claim 10 wherein determining the interactioneligibility between each object in the plurality of objects using thereference pose for each of the plurality of objects comprisesdetermining a proximity difference between the reference pose of a firstobject in the plurality objects and the reference pose of a secondobject in the plurality of objects.
 14. The non-transitorycomputer-readable medium of claim 10 wherein determining the interactioneligibility between each object in the plurality of objects using thereference pose for each of the plurality of objects comprisesdetermining a likelihood that a first object will interact with a secondobject.
 15. The non-transitory computer-readable medium of claim 10wherein determining the interaction eligibility between each object inthe plurality of objects using the reference pose for each of theplurality of objects comprises detecting collisions between a firstobject and a second object.
 16. The non-transitory computer-readablemedium of claim 10 wherein generating, by the processor, the informationassigning each group in the plurality of groups to a node in thedistributed computing environment comprises: generating, with the one ormore processors associated with the one or more computer systems,information specifying processor assignments in the distributedcomputing environment.
 17. A distributed computing system simulating aplurality of objects in response to motion of another object, the systemcomprising: a plurality of processing nodes; and a management nodehaving a processor and a memory, the memory storing a set ofinstructions that when executed by the processor cause the processor to:receive a reference pose for each of the plurality of objects; determineinteraction eligibility between each object in the plurality of objectsusing the reference pose for each of the plurality of objects; partitionthe plurality of objects into a plurality of groups according to thedetermined interaction eligibility between each object in the pluralityof objects; and assign each group in the plurality of groups to aprocessing node in the plurality of processing nodes.
 18. The system ofclaim 17 wherein to determine the interaction eligibility between eachobject in the plurality of objects using the reference pose for each ofthe plurality of objects processor to determine a positional differencebetween the reference pose of a first object in the plurality objectsand the reference pose of a second object in the plurality of objects.19. The system of claim 17 wherein to determine the interactioneligibility between each object in the plurality of objects using thereference pose for each of the plurality of objects processor todetermine a physical relationship between the reference pose of a firstobject in the plurality objects and the reference pose of a secondobject in the plurality of objects.
 20. The system of claim 17 whereinto determine the interaction eligibility between each object in theplurality of objects using the reference pose for each of the pluralityof objects processor to determine a proximity difference between thereference pose of a first object in the plurality objects and thereference pose of a second object in the plurality of objects.